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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#pragma once
/** \file
* \ingroup bli
* \brief Math vector functions needed specifically for mesh intersect and boolean.
#include "BLI_math_vec_types.hh"
#ifdef WITH_GMP
# include "BLI_math_mpq.hh"
# include "BLI_math_vec_mpq_types.hh"
#endif
namespace blender {
/**
* #orient2d gives the exact result, using multi-precision arithmetic when result
* is close to zero. orient3d_fast just uses double arithmetic, so may be
* wrong if the answer is very close to zero.
* Similarly, for #incircle and #incircle_fast.
int orient2d(const double2 &a, const double2 &b, const double2 &c);
int orient2d_fast(const double2 &a, const double2 &b, const double2 &c);
int incircle(const double2 &a, const double2 &b, const double2 &c, const double2 &d);
int incircle_fast(const double2 &a, const double2 &b, const double2 &c, const double2 &d);
* #orient3d gives the exact result, using multi-precision arithmetic when result
* Similarly, for #insphere and #insphere_fast.
int orient3d(const double3 &a, const double3 &b, const double3 &c, const double3 &d);
int orient3d_fast(const double3 &a, const double3 &b, const double3 &c, const double3 &d);
int insphere(
const double3 &a, const double3 &b, const double3 &c, const double3 &d, const double3 &e);
int insphere_fast(
* Return +1 if a, b, c are in CCW order around a circle in the plane.
* Return -1 if they are in CW order, and 0 if they are in line.
int orient2d(const mpq2 &a, const mpq2 &b, const mpq2 &c);
* Return +1 if d is in the oriented circle through a, b, and c.
* The oriented circle goes CCW through a, b, and c.
* Return -1 if d is outside, and 0 if it is on the circle.
int incircle(const mpq2 &a, const mpq2 &b, const mpq2 &c, const mpq2 &d);
* Return +1 if d is below the plane containing a, b, c (which appear
* CCW when viewed from above the plane).
* Return -1 if d is above the plane.
* Return 0 if it is on the plane.
int orient3d(const mpq3 &a, const mpq3 &b, const mpq3 &c, const mpq3 &d);
} // namespace blender